using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Audio;

namespace PaperFighter
{
    public class Player
    {
        public Texture2D plane;
        public Texture2D brokenPlane1;
        public Texture2D brokenPlane2;
        public Vector2 position;
        public Vector2 moveSpeed;
        public float armor;
        public int fire;
        public int life;
        public int frameWidth;
        public int frameHeight;
        public int frameTotal;
        public int middleFrame;
        public int currentFrame;
        public bool isAlive;
    }

    public class BulletInfo
    {
        public Texture2D bullet;
        public int frameWidth;
        public int frameHeight;
        public int frameTotal;
    }

    public class Bullet
    {
        public Vector2 position;
        public Vector2 moveSpeed;
        public int firePower;
        public bool isAlive;
    }

    public class TargetInfo
    {
        public Texture2D target;
        public SoundEffect brokenSound;
        public int frameWidth;
        public int frameHight;
        public int life;
    }

    public class Target
    {
        public int targetInfoIndex;
        public Vector2 position;
        public Vector2 moveSpeed;
        public int life;
    }

    public class Fan
    {
        public bool available;
        public bool loaded;
        public float positionY;
        public int direction;
        public Texture2D fan1;
        public Texture2D fan2;
        public int frameHight;
        public int frameTotal;
        public int currentFrame;
        public int delay;
    }

    public class Rain
    {
        public bool available;
        public bool loaded;
        public Vector2 position;
        public Texture2D rain;
        public int frameHight;
        public int frameWidth;
        public int frameTotal;
        public int currentFrame;
        public int delay;
    }
}
